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- Use straight paths for some connections
- More fixes for template schema
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@ -43,11 +43,11 @@
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"type": "number",
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"minimum": 1,
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"additionalProperties" : false,
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}
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},
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"connection":
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{
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required: ["a", "b", "guard"]
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properties:{
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"required": ["a", "b", "guard"],
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"properties":{
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"a":{
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"type" : "string"
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},
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@ -483,7 +483,7 @@ void CMapGenerator::createConnections()
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{
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if (isBlocked(tile)) //tiles may be occupied by subterranean gates already placed
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continue;
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foreach_neighbour (tile, [&guardPos, tile, &otherZoneTiles, this](int3 &pos)
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foreachDirectNeighbour (tile, [&guardPos, tile, &otherZoneTiles, this](int3 &pos) //must be direct since paths also also generated between direct neighbours
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{
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//if (vstd::contains(otherZoneTiles, pos) && !this->isBlocked(pos))
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if (vstd::contains(otherZoneTiles, pos))
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@ -494,8 +494,8 @@ void CMapGenerator::createConnections()
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setOccupied (guardPos, ETileType::FREE); //just in case monster is too weak to spawn
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zoneA->addMonster (this, guardPos, connection.getGuardStrength(), false, true);
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//zones can make paths only in their own area
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zoneA->crunchPath(this, guardPos, posA, zoneA->getFreePaths()); //make connection towards our zone center
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zoneB->crunchPath(this, guardPos, posB, zoneB->getFreePaths()); //make connection towards other zone center
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zoneA->crunchPath(this, guardPos, posA, true, zoneA->getFreePaths()); //make connection towards our zone center
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zoneB->crunchPath(this, guardPos, posB, true, zoneB->getFreePaths()); //make connection towards other zone center
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zoneA->addRoadNode(guardPos);
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zoneB->addRoadNode(guardPos);
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@ -535,11 +535,11 @@ void CRmgTemplateZone::fractalize(CMapGenerator* gen)
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}
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//connect with all the paths
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crunchPath(gen, node, findClosestTile(freePaths, node), &freePaths);
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crunchPath(gen, node, findClosestTile(freePaths, node), true, &freePaths);
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//connect with nearby nodes
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for (auto nearbyNode : nearbyNodes)
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{
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crunchPath(gen, node, nearbyNode, &freePaths);
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crunchPath(gen, node, nearbyNode, true, &freePaths);
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}
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}
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for (auto node : nodes)
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@ -608,7 +608,7 @@ void CRmgTemplateZone::fractalize(CMapGenerator* gen)
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//logGlobal->infoStream() << boost::format ("Zone %d subdivided fractally") %id;
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}
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bool CRmgTemplateZone::crunchPath(CMapGenerator* gen, const int3 &src, const int3 &dst, std::set<int3>* clearedTiles)
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bool CRmgTemplateZone::crunchPath(CMapGenerator* gen, const int3 &src, const int3 &dst, bool onlyStraight, std::set<int3>* clearedTiles)
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{
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/*
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make shortest path with free tiles, reachning dst or closest already free tile. Avoid blocks.
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@ -664,7 +664,10 @@ do not leave zone border
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}
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};
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gen->foreach_neighbour (currentPos,processNeighbours);
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if (onlyStraight)
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gen->foreachDirectNeighbour (currentPos, processNeighbours);
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else
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gen->foreach_neighbour (currentPos,processNeighbours);
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int3 anotherPos(-1, -1, -1);
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@ -689,8 +692,10 @@ do not leave zone border
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}
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}
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};
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gen->foreach_neighbour (currentPos,processNeighbours2);
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if (onlyStraight)
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gen->foreachDirectNeighbour(currentPos, processNeighbours2);
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else
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gen->foreach_neighbour(currentPos, processNeighbours2);
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if (anotherPos.valid())
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@ -800,6 +805,81 @@ bool CRmgTemplateZone::createRoad(CMapGenerator* gen, const int3& src, const int
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}
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bool CRmgTemplateZone::connectPath(CMapGenerator* gen, const int3& src, bool onlyStraight)
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///connect current tile to any other free tile within zone
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{
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//A* algorithm taken from Wiki http://en.wikipedia.org/wiki/A*_search_algorithm
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std::set<int3> closed; // The set of nodes already evaluated.
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std::set<int3> open{ src }; // The set of tentative nodes to be evaluated, initially containing the start node
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std::map<int3, int3> cameFrom; // The map of navigated nodes.
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std::map<int3, float> distances;
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int3 currentNode = src;
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gen->setRoad(src, ERoadType::NO_ROAD); //just in case zone guard already has road under it. Road under nodes will be added at very end
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cameFrom[src] = int3(-1, -1, -1); //first node points to finish condition
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distances[src] = 0;
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// Cost from start along best known path.
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// Estimated total cost from start to goal through y.
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while (open.size())
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{
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int3 currentNode = *boost::min_element(open, [&distances](const int3 &pos1, const int3 &pos2) -> bool
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{
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return distances[pos1] < distances[pos2];
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});
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vstd::erase_if_present(open, currentNode);
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closed.insert(currentNode);
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if (gen->isFree(currentNode))
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{
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// Trace the path using the saved parent information and return path
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int3 backTracking = currentNode;
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while (cameFrom[backTracking].valid())
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{
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gen->setOccupied(backTracking, ETileType::FREE);
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backTracking = cameFrom[backTracking];
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}
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return true;
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}
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else
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{
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auto foo = [gen, this, &open, &closed, &cameFrom, ¤tNode, &distances](int3& pos) -> void
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{
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int distance = distances[currentNode] + 1;
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int bestDistanceSoFar = 1e6; //FIXME: boost::limits
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auto it = distances.find(pos);
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if (it != distances.end())
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bestDistanceSoFar = it->second;
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if (distance < bestDistanceSoFar || !vstd::contains(closed, pos))
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{
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auto obj = gen->map->getTile(pos).topVisitableObj();
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if (gen->isFree(pos))
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{
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if (vstd::contains(this->tileinfo, pos))
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{
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cameFrom[pos] = currentNode;
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open.insert(pos);
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distances[pos] = distance;
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}
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}
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}
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};
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if (onlyStraight)
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gen->foreachDirectNeighbour(currentNode, foo);
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else
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gen->foreach_neighbour(currentNode, foo);
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}
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}
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logGlobal->warnStream() << boost::format("Failed to connect tile %s with free paths") % src;
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return false;
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}
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void CRmgTemplateZone::addRequiredObject(CGObjectInstance * obj, si32 strength)
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{
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@ -1034,7 +1114,7 @@ bool CRmgTemplateZone::createTreasurePile(CMapGenerator* gen, int3 &pos, float m
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gen->setOccupied(tile, ETileType::BLOCKED); //so that crunch path doesn't cut through objects
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}
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if (!crunchPath (gen, closestTile, closestFreeTile))
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if (!crunchPath (gen, closestTile, closestFreeTile, false))
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{
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//we can't connect this pile, just block it off and start over
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for (auto treasure : treasures)
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@ -1914,7 +1994,7 @@ bool CRmgTemplateZone::guardObject(CMapGenerator* gen, CGObjectInstance* object,
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{
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//crunching path may fail if center of the zone is directly over wide object
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//make sure object is accessible before surrounding it with blocked tiles
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if (crunchPath (gen, tile, findClosestTile(freePaths, tile), addToFreePaths ? &freePaths : nullptr))
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if (crunchPath (gen, tile, findClosestTile(freePaths, tile), false, addToFreePaths ? &freePaths : nullptr))
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{
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guardTile = tile;
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break;
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@ -170,7 +170,8 @@ public:
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void createTreasures(CMapGenerator* gen);
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void createObstacles1(CMapGenerator* gen);
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void createObstacles2(CMapGenerator* gen);
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bool crunchPath(CMapGenerator* gen, const int3 &src, const int3 &dst, std::set<int3>* clearedTiles = nullptr);
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bool crunchPath(CMapGenerator* gen, const int3 &src, const int3 &dst, bool onlyStraight, std::set<int3>* clearedTiles = nullptr);
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bool connectPath(CMapGenerator* gen, const int3& src, bool onlyStraight);
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std::vector<int3> getAccessibleOffsets (CMapGenerator* gen, CGObjectInstance* object);
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